using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Obscurum.Items{
public interface GameItem
{
//TODO: May want to rename ItemType enumations based on practical application: 1. InventoryItem, 2. CarryableItem, 3. InteractiveItem. This would ensure
//inventory items on interact would enter inventory, carryable items on interact go to carry, and interactive items call an event function at once.
///
/// Item name.
///
public string Name { get; }
///
/// Item description.
///
public string Description { get; }
///
/// Specifies if an item can be held in the player inventory, must be carried with the carry animation, or executes some effect immediately.
///
/// - UTILITY: Can be carried in inventory.
/// - WEAPON: Must be carried with the carry animation.
/// - CONSUMABLE: Executes some effect on interact.
///
///
public enum ItemType {UTILITY, WEAPON, CONSUMABLE};
///
/// Gets the collection type for this game item.
///
public ItemType Type { get; }
//When player interacts with this item apply effect.
// public bool Interact();
}
}